scummvm/engines/teenagent/dialog.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#include "teenagent/dialog.h"
#include "teenagent/resources.h"
#include "teenagent/scene.h"
namespace TeenAgent {
void Dialog::show(Scene *scene, uint16 addr, uint16 animation1, uint16 animation2, byte color1, byte color2, byte slot1, byte slot2) {
--slot1;
--slot2;
debug(0, "Dialog::pop(%04x, %u:%u, %u:%u)", addr, slot1, animation1, slot2, animation2);
Resources * res = Resources::instance();
int n = 0;
Common::String message;
2009-09-13 10:50:29 +00:00
byte color = color1;
if (animation1 != 0) {
SceneEvent e(SceneEvent::PlayAnimation);
e.animation = animation1;
e.lan = 0xc0 | slot1; //looped, paused
scene->push(e);
}
if (animation2 != 0) {
SceneEvent e(SceneEvent::PlayAnimation);
e.animation = animation2;
e.lan = 0xc0 | slot2; //looped, paused
scene->push(e);
}
while (n < 4) {
byte c = res->eseg.get_byte(addr++);
//debug(0, "%02x: %c", c, c > 0x20? c: '.');
switch (c) {
case 0:
++n;
switch (n) {
case 1:
//debug(0, "new line\n");
message += '\n';
break;
case 2:
//debug(0, "displaymessage\n");
if (color == color2 && animation2 != 0) {
//pause animation in other slot
{
SceneEvent e(SceneEvent::PauseAnimation);
e.lan = 0x80 | slot1;
scene->push(e);
}
{
SceneEvent e(SceneEvent::PlayAnimation);
e.animation = animation2;
e.lan = 0x80 | slot2;
scene->push(e);
}
} else if (color == color1 && animation1 != 0) {
//pause animation in other slot
{
SceneEvent e(SceneEvent::PauseAnimation);
e.lan = 0x80 | slot2;
scene->push(e);
}
{
SceneEvent e(SceneEvent::PlayAnimation);
e.animation = animation1;
e.lan = 0x80 | slot1;
scene->push(e);
}
}
{
SceneEvent e(SceneEvent::Message);
e.message = message;
e.color = color;
scene->push(e);
message.clear();
}
break;
case 3:
color = color == color1 ? color2 : color1;
//debug(0, "changing color to %02x", color);
break;
}
break;
case 0xff: {
//fixme : wait for the next cycle of the animation
}
break;
default:
message += c;
n = 0;
}
}
SceneEvent e(SceneEvent::ClearAnimations);
scene->push(e);
}
uint16 Dialog::pop(Scene *scene, uint16 addr, uint16 animation1, uint16 animation2, byte color1, byte color2, byte slot1, byte slot2) {
debug(0, "Dialog::pop(%04x, %u:%u, %u:%u)", addr, slot1, animation1, slot2, animation2);
Resources * res = Resources::instance();
uint16 next;
do {
next = res->dseg.get_word(addr);
addr += 2;
} while (next == 0);
uint16 next2 = res->dseg.get_word(addr);
if (next2 != 0xffff)
res->dseg.set_word(addr - 2, 0);
show(scene, next, animation1, animation2, color1, color2, slot1, slot2);
return next;
}
} // End of namespace TeenAgent